Tumgik
#I’d personally pick the rpg maker devs because at least with the other two you can somewhat salvage yourself
pickedpiper · 2 years
Text
Ok I’ve come up with a hypothetical: you’re playing a game and said some stuff that would tarnish your reputation and even the game’s chance to be marketed towards others.
Now in your honest opinion, which one of these would be the worst people to be called out by based on how much it would not only hurt your career but personally as well:
Triple A studio/Huge game company who’s game you’re playing
An indie dev that you misrepresented their game with
An rpg maker dev who calls you out on your behavior towards their game
28 notes · View notes
neoyi · 3 years
Text
So there were new indie game directs (Day of the Dev and Wholesome Games) and I was basically Foaming Mouth Guy from Avatar because I’m hyped for indie games.
Tumblr media
Since I can’t ill afford to shut up about my opinions, here’s a big, fat blog on what particular games I’m either looking forward to, has piqued my interest, or at least curious enough for me to comment on it even if it’s not within my wheelhouse.
Axiom Verge 2: I have no horse in this race, I just think it’s nice of them to let players skip boss fights if they want to for ease of gameplay.
Toem: A Photo Adventure: Some evil genius combined photo snapping and meandering sidequests together into one game, knowing I’d be putty in their hands. There’s actually a few photograph games in these directs, but this one grabbed me because the list of quests you do looks so specific that it scratches a particular itch for me.
Tumblr media
Garden Story: Incredibly lovely Mother 3-like graphics aside, this game hits all my buttons: quest-based gameplay to help numerous NPCs, managing the layout of your town, exploration, and RPG-like elements make this one a dream indie game for me.
Vokabulants: For some reason, this game’s setting isn’t doing it for me, but I’m awestruck with their decision to use stopmotion for the entire thing. Rarely utilized, always cool to see.
Death’s Door: I don’t care about birds, but I DO like grim reaper stuff, so color me piqued.
Elec Head: I already knew about this game thanks to Game Maker’s Toolkit’s Game Jam, and I think I have it bookmarked on itch.io, so it’s nice to see this will get fleshed out into a full game.
I haven’t played the Game Jam version, but the minimum coloring (yellow = electricity which is what you need to trigger to progress) compliments the concept well.
Walk: I am a wimpy baby chicken bitch, so I can’t do horror games, but developing the entirety of Walk’s environment to look as if they’re seen from grainy cameras is such a brilliant way to convey the terrifying unknown your player character has to face. I won’t play this, but I am definitely going to watch a Let’s Play of it.
Tumblr media
Moonglow Bay: I’ve been excited for this one for a while. All those hours playing the fishing minigame in Ocarina of Time (and eventually Majora’s Mask) and lamenting for the existence of an entire game with an excuse plot to fill out a fish compendium will soon be fulfilled. I’m so ecstatic.
Tumblr media
Loot River: What the fuck? What the living shit? How did they animate the water like that? What the shit? What the goddamn hell? It just looks so good!
Recolit: This game has potential to be atmospheric. It also feels like the kind of game that can deliver a Surprise Spooky or two. For some reason, the main character walking through the barely lit museum really spoke to me.
Tumblr media
A Little to the Left: A game where you arrange objects until they’re are properly organized and/or structured? Oh-no, who made this game for me?
Yokai Inn: Sold just for the adorably whimsical graphics alone.
Mythic Ocean: Undersea exploration and sea creatures are my jam. Hope this game will fill a hole in my heart that Abzu sadly did not.
Beast of Maraville Island: I see this game and Donkey Kong Country share a continuity through their banana birds.
We are OFK: Tell you the truth, I don't really care about Band Origin stories (I'm not really a music buff kinda person), but I've been waiting for Teddy Dief and co's game for a while. Whether or not I take anything from this game by end, I know I’ll never stop listening to “Follow/Unfollow”, which I have been obsessively playing in the background non-stop the past two days. If they ever bring out the inevitable bandcamp soundtrack, I hope they also include THIS version of the song that played on the Day of the Dev pre-show because it’s just so *chef’s kiss*
Tumblr media
Dordogne: The game's premise isn't really doing it for me, but I dig the watercolor approach.
The Gecko Gods: I remember playing the Gex 2 demo decades ago and being mesmerized by the titular character’s ability to crawl on top of walls and ceilings, and being particularly disappointed at how underutilized it was. The Gecko Gods looks to fill in that gap and I'm intrigued.
Tasomachi: It’s about an airship. I gotta. I gotta!
Bear and Breakfast: I like the art style, kind of like a webcomic if it was picked up by Cartoon Network or Netflix.
Sally: MORE airships? Well, this is the indie direct that just keeps on giving, now isn’t it?
Rainbow Billy: Repaint a black-and-white world into color is becoming A Thing in indie games, but the animation and style is just bursting with charm.
Unpacking: I played the demo for this one and it did a decent job hitting my button. There wasn’t anything more to it other than unpacking and just putting stuff in its appropriate place (it didn’t feel like there was much wiggle room - books go on bookshelves and maybe on top of a drawer, shoes goes in closet and nothing but the closet, etc), but it beats real packing/unpacking any day.
Cloud Jumper: THREE games with or about airships? Now you’re just spoiling me.
Teacup: This one just looks delightful. It feels like playing through a children’s book.
Tumblr media
Muttropolis: You take pictures of dogs!
Amber Isle: You know, I don’t think I see enough towns and villages in games inhabited by dinosaur folks.
Moonshell Island: Apparently I’m easy to please. I see indie games look this vibrant and colorful (almost pastel, but not quite) and I’m Phillip J. “Shut up and Take My Money” Fry. I don’t even know what this game is about, but I want it.
Tumblr media
Lego Builder’s Journey: Okay, this looks nice and the graphics are mind-blowing, but does anything made and owned by the LEGO company actually count as an indie game?
Powerwash Simulator: who made this game for me?
Toodee and Topdee: Oh, this is clever. Perspective games in my head seem to have been relegated mostly to whatever Nintendo did with their 3DS games, but this looks like it captures the spirit of it without the 3D or the eye-strain that came with it.
Apico: I’m getting a 2D open world exploration vibe from this game and I’m down for that.
72 notes · View notes
rpgmgames · 7 years
Photo
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
November’s Featured Game: lux (dream.girl)
DEVELOPER(S): Rindre Rindere ENGINE: RPGMaker 2k3   GENRE: Psychological Horror, Exploration SUMMARY: lux (dream.girl) is a surreal psychological horror game created in RPG Maker 2003 where you play as Benjamin, a socially inept teenage writer who struggles with depression, loneliness, and writer’s block. When he decides to try lucid dreaming to figure out how to push his story forward, he meets new friends, new enemies, and his literal dream girl. Making certain choices will either help or hurt his relationships, and the outcome of his story.
Download the demo here!
Introduce yourself!  *Hi! I'm Rindre! I've been working on RPG Maker for about 5 or 6 years at this point! First and foremost, I'm an artist, then a game developer, then a voice actor. I am also a garlic bread enthusiast. You might also know me as: -The voice of Aria/the lead translator in Aria's Story -Will's Teacher in The Hanged Man -The mod of Yumeresource -The admin of the RPG Horror Discord server -The host of the Pixel Horror Jams! I'm also on plenty of teams, mostly as a voice actor. These include b/f, AURORA, and The Doctrine of Perseverance.
What is your project about? What inspired you to create your game initially? *Rindre: lux is about a boy named Ben, who is an aspiring writer who hits a writer's block and tries to take up lucid dreaming to interact with his stories and characters find out how to advance his story. He ends up meeting interesting people, including his literal dream girl. Yume Nikki is a big inspiration for me. My stories I had written when I was younger also played a huge part, and I decided to recycle bits and pieces of them into lux. Ultimately, the frustrations and experience of being a content creator inspired me to make the game. Hopefully these themes will ring universal to whoever relates to being a creator as well.
Tumblr media
How long have you been working on your project? *Rindre: You could say 5 years, or 2 years, or since July 2017! lux actually originated as a Yume Nikki fangame in 2012 (as are all games I've made...). I picked it up again on October 2 2015 as a concept to keep a work log, but actually making it into a tangible product took me until 2017's Pixel Horror Jam. The work log has 30+ pages to it! The Yume Nikki fangame version was prepared to be released, but I forgot, and now I'm too ashamed to release it because I meant to do it 5 years ago :(
Did any other games or media influence aspects of your project? *Rindre: I'm a big fan of psychological and sci-fi/cyberpunk media. These things usually ask: Who are we, and who are we in other people's eyes? What defines us? What does it mean to be an individual in our society? It's a question I like to ask myself and explore in my own projects. My major inspirations who ask these existential questions are deep within Satoshi Kon's works and Philip K Dick's stories, as well as other movies that were inspired by those two or are in the genre (like The Matrix, Inception, Akira, Ghost In The Shell, Serial Experiments Lain, etc.). Some other inspirations and influences that might be surprising are: Kappa Mikey (art style mixing), Vocaloid producers (Crusher-P, Mothy, Yuyoyuppe), Evangelion, Linkin Park, the Hamtaro GBA games, Kirby, and my own dreams. Unsurprisingly, Yume Nikki is the biggest inspiration. I really like the concept of dreams and escapism, and how it often plays into existentialism.
Have you come across any challenges during development? How have you overcome or worked around them?   *Rindre: They say that when making a game, 10% is actual development and 90% is bugfixing/quality assurance. This is VERY TRUE. I spent a couple months working with my bugtesters (Thanks Biel, Choko, Meaka, Pinkuboa, and Uboaappears). The actual demo was a bunch of crunch time for the jam, which was July - August). There were a lot of bugfixes involved, including a bug I was so puzzled with and thought I couldn't fix but the solution was so simple. It took me a month to figure it out! The RM2k3 update caused a bit of trouble for me, but I thank my bugtesters endlessly for helping me squash most, if not all, bugs. On the other hand, in case anybody asks, yes: I have lucid dreamt of my characters in lux when I hit a roadblock. These were never successful. I've only been able to do it twice, both by accident.
Tumblr media
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *Rindre: I usually go into development with a clear idea in mind with certain events and endings, but lux differs greatly from its old Yume Nikki counterpart (dream.girl). Notable major changes: Ben now wears glasses. Ben is now a writer. Stella used to not be a bunny. Stella also did not have any stars in her eyes before. The only things retained was the concept of dreaming a dream girl, and Ben's and Stella's names and facial appearance. Even if I make a bunch of plot outlines and flowcharts, things change, but it's natural! The stories that occur within lux also have changed slightly plot-wise from their earlier pre-2012 counterparts (most were written over 10 years ago!), and are begging for a facelift. One involved parkour, but sadly, there is no parkour anymore :(
What was your team like at the beginning? How did people join the team? If you don't have a team, do you wish you had one or do you prefer working alone? *Rindre: I prefer working alone when it's my project! I like working at my own pace, but if needed, I'll reach out to other people for help. I like helping people out on their projects too, but when it comes to my own, I like to handcraft everything by myself. It shows me what I'm capable of doing, and gives my game a "this was 100% made by me" stamp.
What is the best part of developing a game? *Rindre: Making music is relaxing and lets me convey a mood or theme without having to take out my tablet to draw or write something extensively. Being able to relax yet still work on the game is great. I like nights where I can sit down and make something nice I can put in my game. A lot of them are on my SoundCloud (Rindere), but some of the really nice ones are ones I haven't uploaded there. I'm really not a musician, but I did take a class on music technology. My favorite ones going to be in lux on my SoundCloud are "Nepenthean", which is also Ben's theme, "Choke On Your Misery", and "Empyria Incarnadine". It's also really nice to get files from your voice actors and they sound EXACTLY like how you thought your character would sound like! Special thanks to Aidan, Mizu, JR, and Nuei.
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *Rindre: I prefer to do my own thing! I like to push RPG Maker 2003 to the limit. A lot of the cool effects were done before the major update of RM2k3 that came out earlier last month. Some things I thought were never possible in RM2k3 are things that I made possible after some thought. Like any problem, it can be solved in a bunch of ways, even if you have limitations.
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Rindre: The character I relate to the most is actually my least favorite character. It's Ben! I specifically modeled him after myself but changed certain things, like the intensity of his reactions. It was actually difficult to write him, because I had to think about how I would react in the situations I put Ben in. I feel like I had to get into some kind of mindset that was "mine", but also "not mine" as well.
Looking back now, is there anything that regret/wish you had done differently? *Rindre: I feel like I could've released the game sooner, or continued work on FLUX instead. I would like to go back to working on FLUX soon, since I haven't worked on it in a long while. But after hosting the Pixel Horror Jam with Choko and jamming on this game, I'd like to rest up a bit before I take on a big project again.
Once you finish your project, do you plan to explore game's universe and characters further in subsequent projects, or leave it as-is? *Rindre: Because lux is part of the -UX Series, it would naturally be a series with other entries. I don't know if or when they'll all be created, nor if they'll all be games, but I do eventually hope to see it finish. Something I want to explore is to further flesh out the stories Ben has written, especially because they were concepts written before lux ever came up as a concept. I've also given them -UX titles! I think I'll work on Crux/quX next.
What do you look most forward to upon/after release? *Rindre: I am donating proceeds to the One More Light Fund with what is being donated to the itch.io-uploaded version of lux, so I really am looking forward to donating to a cause that is important to me. I encourage people to donate to the OML Fund directly, not through me. I also really like fan reaction, but I love the catharsis of releasing something you've made. It's a mix of relief and pride, but a little bit of anxiety because you don't know how well the fan reaction will be. I hope that my game will affect somebody in a positive, personal way, whether it be a new favorite game, something for them to draw, or become inspiration for their own works. I look forward to free time and rewarding myself with something good, like chicken parmesan too!
Is there something you're afraid of concerning the development or the release of your game?  *Rindre: I constantly ask, "Is my game worthy enough for others to play? Is my game good enough?" But when it comes down to it, really you're asking it to yourself, not to the people that will play your game. Sometimes, you have to sit down and ask yourself, "Am I satisfied with what I have made so far?" Then you go down the list of things you've made and say either, "I'm proud of this!" or "This could use some more work." and you fix it accordingly. The first audience of your game is always you, so if your game is "worthy" and "good enough" to you, then it is for other people.
Question from last month's featured dev (Team Galanx): What kind of stories do you appreciate most in RPG Maker games? For example, do you like ones based off real-life experiences, fantasy elements, or morals? *Rindre: My series of games is called the -UX Series, with there being 4 main stories that are related to each other: "FLUX", "lux", "Ux.", and "X". The rest of the titles end in "-ux" as well. It was only natural to do that!
Do you have any advice for upcoming devs? *Rindre: Game Development -Give things meaningful names. -Back up your work in three different places. -Back up your games frequently. -Never be afraid to remake things, but do this occasionally. If you do this frequently, you'll be caught up in a loop of perfectionism. -Think if the cool new thing you want to put in will actually serve a proper purpose in the game. If it's only there just to be cool, don't put it in your game. -If things don't work out, it's perfectly fine to scrap ideas. -Don't pander. Make a game you want to make, not what others want to play. Releasing your game -Reach out to people who haven't played games similar to yours. You'll have opinions that you wouldn't normally get, compared to others who are familiar with your type of game. -Learn how to take critique. This might be the skill that will take you the longest to hone. -Not everyone is out to get you, but sometimes there will be people who want to bring you down. Even if this happens, there are always people there to support you. -You don't have to agree with every critique given to you. Other advice -If you're not embarrassed about your old work, then you haven't progressed. Continue to improve your skills and yourself. -Don't compare yourself to others. Compare yourself to your past self instead. -Don't be working on your game 24/7. Take up hobbies to occupy yourself, so you don't get burned out. -Learn to be a generalist, but also learn to specialize in something that people will recognize you for. -Be proud of your work.
Tumblr media
We mods would like to thank Rindre for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved! 
Remember to check out lux if you haven’t already! See you next month! 
- Mods Gold & Platinum 
149 notes · View notes